strong impulses when actuating joints

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Re: strong impulses when actuating joints

Postby blackbird_dream » Fri Oct 12, 2018 4:04 am

I'm not an expert, I compiled the ND project located in the subfolder
visualStudio_2015_dll
with options Debug and X64.
Now, how should I compile the Unityplugin ?
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Re: strong impulses when actuating joints

Postby Sweenie » Fri Oct 12, 2018 6:22 am

Realized we don't need the newton dlls but debugging with debug version of the static libs should be fine. I have instructed blackbird how to do that so hopefully he will be able to provide a callstack and some debug info.
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Re: strong impulses when actuating joints

Postby blackbird_dream » Fri Oct 12, 2018 8:04 am

Yes thks Sven
When I run the scene I get a Debug error window about Izz>dgFloat32(0.0f) in dgBody.cpp
see capture here :
Image
Then I click
ignore

the test runs until it crashes with the same Unity Bug Reporter. Nothing else.
Image


NewtonUnityPlugin-0cea8b6265c5d3c6cf95605cb66ba29c822e365a
newton-dynamics-1b2d94f659e0610101084b55d567338590cc297f
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Re: strong impulses when actuating joints

Postby blackbird_dream » Fri Oct 12, 2018 9:11 am

it seems to be the sliderjoint actuator that causes the crash. When I remove all parts of the mast and I just keep the tilting structure it doesn't crash. If I keep the sliding structure (lone structure without bulkhead, fork) it crashes.
Image
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Re: strong impulses when actuating joints

Postby pysnoo » Fri Oct 12, 2018 9:43 am

Hey all,

I'm gonna join this thread since this is my private message julio previously posted.

I tried last build on github and now I'm unable to launch my project, the only stack I got is :
0x00007FFA59ACFFC0 (NewtonWrapper) CSharp_dNewtonJointBallAndSocket_SWIGUpcast

With a previous version I succeeded to launch my project.
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Re: strong impulses when actuating joints

Postby Julio Jerez » Fri Oct 12, 2018 10:29 am

blackbird_dream wrote:Yes thks Sven
When I run the scene I get a Debug error window about Izz>dgFloat32(0.0f) in dgBody.cpp
see capture here :


ah that the cause of the crash, not body can have a inertia component with zero value.
some hwo you have a collsion shape that has a zero volume.

you can set a break point on that line and trace when that body trace back to what body is been created the has a zero volume, and fix it and the soudl solve the issue.

you could also add a debug line in teh unity size and trace the inertia value of each body was they are created. them when this assert happen it can tell you whi body it is,
bodies have a unique id that can be read with function NewtonBodyGetID


I am no sure is that is exposed to unity but is eassy to add, I do not have time now,
you can use that funtion form unity to match teh body that cause the assert the unity that is assigned to it.
I am almost certain this is what caused not only the crash but lot of other problem as well.

try running teh debug build more often, there are plenty asserts to safe guard from this.
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Re: strong impulses when actuating joints

Postby blackbird_dream » Fri Oct 12, 2018 11:06 am

No bodies have sparse inertia. I ll try to build a minimal case.
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Re: strong impulses when actuating joints

Postby Julio Jerez » Fri Oct 12, 2018 12:03 pm

somewhere from the moment the body is created to that point become zero, maybe some misalignment or something like that.
does the assert happen consistently ?

if you can make repro test, that will be great, you can also make an executable, that I can attach visual studio debugger and see where the plugin goes wrong.
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Re: strong impulses when actuating joints

Postby blackbird_dream » Mon Oct 15, 2018 8:54 am

blame on me, the debug msg was due to a body with null inertia but the crash seems not caused by that.
I uploaded a basic test here :
https://we.tl/t-lSYQ0bre9G
Last edited by blackbird_dream on Mon Oct 15, 2018 9:32 am, edited 5 times in total.
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Re: strong impulses when actuating joints

Postby Julio Jerez » Mon Oct 15, 2018 9:19 am

when I open the project in unity I get these errors. no sure what is wrong I simply try to open the download.
Untitled.png
Untitled.png (93.46 KiB) Viewed 4454 times



I really, really dislike unity. is unnecessary hard to use, slow, extremely limited and they tread the user as horses with blinders. Why people keep using is beyound me.
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Re: strong impulses when actuating joints

Postby blackbird_dream » Mon Oct 15, 2018 9:26 am

I've updated the link (see previous msg).
It crashes with one body less.
Maybe you need to copy and paste the unityplugin in the plugins and editor subfolders as your unity version isn't exactly the same ?
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Re: strong impulses when actuating joints

Postby Sweenie » Mon Oct 15, 2018 10:10 am

It should be enough to copy the FLT-scene file from Blackbirds example into your own Unity plugin folder.

Anyway, I ran the scene and saw a box with two slideractuators which wobbled for a couple of seconds and then it crashes.

Got the following stack trace....

Breakpoint.
the variable broadPhaseNode is null which is causing the crash.
Image

Callstack...
Image
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Re: strong impulses when actuating joints

Postby blackbird_dream » Mon Oct 15, 2018 10:15 am

exactly.
There is a 4th Nbody subject to gravity with no connection with the 3 other bodies.
If you remove it,
it doesn't crash anymore.
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Re: strong impulses when actuating joints

Postby Julio Jerez » Mon Oct 15, 2018 10:38 am

ah that most be the crash that other people are reporting as well.

Sweeney can you post the full path where I should find what I need to run it and whe is should go?
this is what I see I do no see any FLT-scene folder. only some files scared in many sub directories
Untitled.png
Untitled.png (25.89 KiB) Viewed 4448 times

mean time I will see if I can see the but logically, but now I have to leave for work.
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Re: strong impulses when actuating joints

Postby Sweenie » Mon Oct 15, 2018 12:38 pm

In the scene folder from the screenshot there is a file called FLT. Just copy that file to the folder Demo/Assets in the plugin project.
Actually there are two files but one is only metadata for the editor and isn't necessary.
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